HTML and CSS Reference
In-Depth Information
250
,
120
);
context
.
fillText
(
"Source: "
+
audioElement
.
currentSrc
,
20
,
140
);
context
.
fillText
(
"volumeSliderDrag: "
+
volumeSliderDrag
,
20
,
160
);
//Draw Controls
//play or pause
iif
(
audioElement
.
paused
) {
context
.
drawImage
(
buttonSheet
,
0
,
0
,
bW
,
bH
,
playX
,
playY
,
bW
,
bH
);
//show play
}
else
else
{
context
.
drawImage
(
buttonSheet
,
0
,
32
,
bW
,
bH
,
playX
,
playY
,
bW
,
bH
);
//show pause
}
//loop
iif
(
audioElement
.
loop
) {
context
.
drawImage
(
buttonSheet
,
114
,
32
,
bW
,
bH
,
loopX
,
loopY
,
bW
,
bH
);
//show loop
}
else
else
{
context
.
drawImage
(
buttonSheet
,
82
,
32
,
bW
,
bH
,
loopX
,
loopY
,
bW
,
bH
);
//show no loop
}
//play background
context
.
drawImage
(
buttonSheet
,
32
,
0
,
playBackW
,
bH
,
playBackX
,
playBackY
,
playBackW
,
bH
);
//vol Background
context
.
drawImage
(
buttonSheet
,
32
,
32
,
volBackW
,
bH
,
volBackX
,
volBackY
,
volBackW
,
bH
);
//play slider
var
var
slideIncrement
=
playBackW
/
audioElement
.
duration
;
var
var
sliderX
=
(
controlStartX
+
bW
)
+
(
slideIncrement
*
audioElement
.
currentTime
);
context
.
drawImage
(
buttonSheet
,
238
,
0
,
sliderW
,
bH
,
sliderX
,
controlStartY
,
sliderW
,
bH
);
//Go back to start
iif
(
audioElement
.
ended
&& !
audioElement
.
loop
) {
audioElement
.
currentTime
=
0
;
audioElement
.
pause
();
}
//Volume slider
//Test Volume Drag